I play Cardfight Vanguard (D Format) and occasionally mess with the Digimon TCG. Also play Warframe and more recently Final Fantasy 14. He/Him
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Running back HE-7 and I think the easiest way to describe it is that the designers forgot they were working on a mobile game.
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they really said amiya is the specialist birthday girl in the world and should get a birthday skin and live stream, and their right our daughter deserves it.
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rat
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Zuo Le appreciation day
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I feel like using very powerful operators but your own strategy that you thought of takes more skill then copying exactly one to one a low rarity guide with the same exact timings and operators and everything does.
Ive mentioned before I have played a LOT of yugioh in my life and in trading card game circles there is a term called "netdecking". Where basically you copy another person´s deck (usually from the internet, thereby the "net" part).
There are a lot of reasons why people consider it bad, it being uncreative, stealing another person´s work but the one relevant to my point here is that it requires no understanding of *why* the deck is constructed like it is.
In my opinion the best way to build your deck is to decide on what kind of deck you want, build a cheap but solid enough version of that as you can (konami is making the "cheap" part harder and harder of course but still, on master duel it is still doable for many). And then you play with it. You see what works and what doesnt, you iterate over time, removing cards you end up not having use for and adding stuff that will help your strategy or counter things that gives you trouble. A lot of these things you add may also be engines or staples you can then put into a new deck once your old one has fallen behind from power creep or gotten everything banned, although certain themes are convenient in that they almost always work at least (shaddolls, branded, bystials, tearlaments and zombies are all some of my favorite deck types in part because they are very resistant to getting outdated, dragon combo is another one like that I just do not like using it).
This way you understand why every single card is there. You learn how to use them and WHY you use them instead of some other card. The adjustments you make you know the reasoning that went into. So a netdeck might not be terrible as the first version, but you should iterate on it based on your experience if you do that, and try to think about why the person who made this deck made the decisions they did (I also think this might be a risky starting point because it will likely be much more expensive then the approach I outlined since most really good decks will have a lot of cards that either were already pricy or just shot up in price after that).
If you do not understand your deck you cannot play it well no matter how good the deck is.
I have a similar issue with following guides completely. Watching them and trying to understand why the person who made the strategy does what they do is good, but if you just copy them without trying to get the actual thinking behind the strategy you are just gonna be stuck playing increasingly difficult parts of the game without having had to overcome the challenge to get there.
Chapter 7 is one of my favorite chapters of Arknights from a pure gameplay perspective because it really kicked my ass when I first got to it as a new player. It forced me to see weaknesses in my own roster (no levelled shifters, lacking vanguards, etc). And my favorite map is H12-4 because it presented so many little problems to solve and to beat it was this long process of having to isolate each problem and figure out a solution to it, one that didn't step on the toes of a previous solution for another problem. And sure some of those solutions ended up being "pull for Eyjaberry so I dont have to worry so much about elemental damage" but it still meant I was thinking about what the actual challenges of the map were and how to counter those. But a key thing of H12-4 is that it is a map that no matter how OP your roster gets you still have to use your head to beat. It is the the best boss battle in the entire game by a huge margin currently and I really hope we can get more as good as it in the future.
Anyway I think it is just more interesting to actually solve things by thinking about it yourself. Even if it requires you to use more powerful options then someone who does it with like only 3 and 4 stars and a single 6 star. The people coming up with those strategies are like, experts at the game. And it is far more valuable for a new player to actually learn to play on their own and make their own strategies, the basics, before they can work on gaining a deeper understanding and doing more challenging stuff. It takes time to get to the skill level where you can get the prestige of clearing the hardest maps in the game with no 6 stars or only welfare operators or stuff like that.
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I think the "Yan's Vicissitudes" Enlightenment in IS3 is the most interesting buff to work around. Over its course IS has most famously had the Blade Dance collectible that incentivizes cutting your squad down to the bare essentials to guarantee the buff landing on someone important, which tests the player's knowledge of any given stage. This too is fun, but in practice it ends up being kinda boring because I prefer having a larger squad of weaker operators than a single one who's soloing the stage.
The YV Enlightenment grants +2 sp/s to the deployed operator who has the highest health. This is current health, not max health. This also affects squad planning. For example, Erato is incredibly powerful with this because this buff alone lets her permanently put any single enemy to sleep. But +2 sp/s (tripling sp regen!) is huge on so many operators and if you want it to land on, say, a ranged operator you're going to have to finesse it a bit. Only deploy higher health ones when you don't need them regening sp - for example if that operator currently has a skill active or nothing in range.
The buff also has risks, because if the operator you want it on dips to low health, they'll lose it!
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pov: your wounds will be striking
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iirc she executes the woman in chapter 9 by burning her alive.
Really only just thinking about how we only have 2 operators who can inflict Burn and one doesn't even have anything to do with fire. At least Ifrit (obviously) uses fire but id like more fire using ops to inflict Burn.
What I'm trying to say here is, Reed Alter Delta Mod when?
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Really only just thinking about how we only have 2 operators who can inflict Burn and one doesn't even have anything to do with fire. At least Ifrit (obviously) uses fire but id like more fire using ops to inflict Burn.
What I'm trying to say here is, Reed Alter Delta Mod when?
#arknights#Now you may be thinking#“But Reed Alter's significantly stronger than Ifrit and (pre/possibly post mod) Viviana."#But have you considered#It would be really cool and Reed deserves it
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Everyone got a nice starter 6* selector in the mail so I just figured I'd make a nice Tier List to help you choose
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Viviana module seems pretty fucking good tbh. After watching her easily proc it against Jesselton, Blood Knight, and Shieldguards the only thing I really wanna see now is a comparison between her and some other duelists.
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Honeyberry’s base DP cost is 15. It’s likely just not taking potential into account.
Why is Honeyberry after Silence even though her DP Cost is lower? I've never seen this happen before.
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Vivianna burn mod seems pretty cool. It’s probably the play to just sit back and wait for the numbers but maybe this’ll get me to want to pick her up.
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With Ulpianus coming soon I will get to relive many bad takes like the ones about powercreep. I love this site.
There’s only one unit that’s arguably been *meaningfully* (ie. didn’t already have better alternatives) power crept is Hoederer and that’s only because of Ulpianus’ talent.
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Viviana Delta module will probably follow Ebenholz and Logos so she'll probably get an elemental affliction. I think it'll be Burn even if it doesn't make much sense (her arts not actually anything to do with fire specifically) but the most likely alternative is necrosis and that makes even less sense.
Her primary flaw at this point is probably her (imo) lackluster survivability. I'll be curious to see if this actually pushes her to be more on par with her counterparts like Zuo Le though.
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